Showing posts with label Napoleonics. Show all posts
Showing posts with label Napoleonics. Show all posts

Friday, August 3, 2018

General d'Armee - first thoughts

Recently, we played a couple of games of General d'Armee at our regular ODMS game meetings.  These have been run by Sean (read about his gaming stuff over at Mad Mac's Attic), although I suspect that they have struck a chord with the group, and that we'll be playing more.


The rules are available from Too Fat Lardies, who sell the Reisswitz Press rules (that is the imprint of David Brown's current batch of rules).  These (GdA) are on a step up from General d'Brigade (GdB), and one of the chief differences is that now battalions and regiments are treated as somewhat generic in size, only differentiating by gross categories (large, regular, small, etc).  This is very similar to Black Powder, etc. and different from the earlier rules (GdB) - which had you using specific numbers of miniatures for different units, based on historical OB.  There are a ton of useful resources at David Brown's blog.

The turn sequence runs (roughly) like this -

  1. Both sides dice for the number of Aides de Camp (ADC) available.
  2. The ADCs are applied to units.
  3. Each brigade is rolled for to see if it is Hesitant or not during that turn.
  4. Both sides then roll 2d6 for initiative, subtracting 1 for each Hesitant brigade.
  5. Winner chooses to go first or second.
  6. First player orders and resolves Charges.
  7. Second player orders and resolves Charges.
  8. First player resolves moves.
  9. Second player resolves moves.
  10. First player resolves firing.
  11. Second player resolves firing.
  12. Melees (resulting from charges, or carried over) are resolved.
In all this is a pretty good sequence.

Firing is done (by regular formations and artillery) by the toss of two dice, and then modifiers are introduced.  The final result is consulted on a chart to see what the impact is (casualties, discipline test, etc).

Firing by skirmishers is done by granting the skirming formation a number of Casualty dice - roll them, and they cause a hit on 4,5,6.

Charges are handled first as a test, to see what the charge results are.  This may, or may not result in a melee or a volley being fired, as well as charging home, retiring, etc.

Melee's are resolved by each side having a number of casualty dice (as with skirmish fire), these are rolled and hits counted.  Then the winner of the melee is determined by  comparing these scored hits.

In all this is a good set of rules, with a lot of thought going into how the different formations, etc interact with each other.  Looking forward to playing some more of these, I may run a game or two myself in the near future.  Sean has published a Player's Guide over at his blog.

Here are some pictures from our most recent game, which was the battle of Maida 1806.












Friday, March 16, 2018

15mm Napoleonic Game hosted at Williamsburg Muster

I ran two games at the Williamsburg Muster.  The first was a Napoleonic game in 15mm, using the Neil Thomas rules (the version from "Wargaming: An Introduction"), between a British army and a French army.

The two armies were the same size (typical for NT rules), but the British were definitely mainly on the defensive, as they set up in an extended infantry line (with artillery) defending a church.  The French were assaulting the line, bringing their infantry up in column, while probing for local weakness with their artillery and cavalry.

The tactical problem to solve here for the English is: There is nothing that can stand up to the French Heavy Cavalry.  The problem for the French is: How to succeed against the superior English firepower, while assaulting (and no numerical superiority)?

British in Line, defending the church of San Miguel
The rules from the introduction book and the rules from the specialized Napoleonic book differ  in a few areas - one of them is how musketry (with special national characteristics) is treated, the other is how artillery (same consideration - special national characteristics) is treaty.  Here I think we used generic values, but a slight nod to British infantry musketry, since they used the 2 rank system vs. the more typical 3 rank system used by the French and most other nations.
British Cavalry move out from behind the line.
There were some other differences, notably the superior quality of the French Heavy Cavalry (only one unit, but what a unit!!).
French Infantry respond to British Cavalry

The French on the move past the village of Duertez.

French Columns and French Cavalry, advancing.

In all, it was a great game, the four players really enjoyed themselves, and we got to talk a lot about the typical characteristics of the Napoleonic period and Napoleonic wargaming.

Tuesday, April 11, 2017

Taking Stock - 15mm Collections pt. 5 - Napoleonic

My first Napoleonic figures, from many years ago, were TTG 15mm Prussians, which were quickly rounded out by innumerable Minifigs.  Alas those figures are long gone, the product of a good many army trades, swaps, re-trades, failed repatriation, exile, and political captivity. But these days I have a fairly decent sized accumulation of Napoleonic figures.  If ever there was a collection in need of a good figure by figure survey, this is it. I have grown this period by leaps and bounds over the years, and have not done a good inventory of it all together.

I will add in comments after a good visual inspection, but for now, this is basically a good high level inventory.

Napoleonic Figures
Peninsular War British
French
Later Prussian
Italians
Russians

I don't think I'd like to add to this collection, much, as I don't ever see myself modeling a Turkish or Austrian force.  But maybe I might fill in some gaps, especially in the French order of battle.

This series includes
Part 5 - Napoleonics (this article)
Part 6 - 19th Century

Thursday, October 6, 2016

WRG Wargames Rules 1685-1845 - review

This is another review in the Once and Future Rules series, of wargame rules that are out of print, but that got a lot of play at one time (at least, in the clubs and groups I played in since the early 1980s).

The version of the rules that I own (physically), and that I am reviewing here, are from July 1979.  There was evidently an earlier release that same year, and also a release in Australia (with a yellow cover).  But the version I have is dated July 1979, and pictured here.

This is a 48 page book, and does a pretty thorough job of presenting a set of tabletop rules (no campaign rules, although they are hinted at) for the core of the horse and musket period.  While written for anything from 6mm up through 30mm figures, most of the games I have played, or watched, have been either 25mm (the majority) or 15mm (a close second).

The topics covered by the rules, and the table of contents are as follows:
  1. Introduction
  2. Method of play and time, ground, and troop scales
  3. Troop types, basing, organization and values
  4. Choosing terrain and setting up a battle
  5. Weather, time of day, and visibility
  6. Formations
  7. Orders, command and control
  8. Playing Equipment
  9. Sequence of Play
  10. Reaction Tests
  11. Steadiness and Order
  12. Movement
  13. Shooting
  14. Hand-to-Hand Combat
  15. Casualties, damage to property and engineering
  16. Prisoners and victory
  17. Suggested wargames units for Marlburian, Seven Years and early Indian Wars
  18. Bibliography
  19. Miscellaneous Information
The troop scale of the rules is 1:50 for the infantry, and 1:40 for the cavalry.  Ground scale is 1 inch to 25 paces (so, 40 inches for a mile).

Training and Morale classes are divided up between Regulars and Irregulars.  Regular classes include Elite, Veteran, Trained, and Raw.  Irregular include Fanatics, Soldiers, Warriors, and Levies.

Troop types are, of course, based on employment and equipment -
  • Cuirassiers
  • Heavy Cavalry
  • Light Cavalry
  • Irregular Cavalry
  • Line Infantry
  • Light Infantry
  • Irregular Charging Infantry
  • Irregular Skirmishing Infantry
  • Engineers and Pioneers
  • Mounted Infantry
  • War Elephants
  • Transport
  • Staff
  • And a small constellation of artillery types (different weights, rockets, and different mobility types - such as foot, horse, elephant)
Basing figures is based on a rather typical WRG 60mm wide base for 25-30mm figures.  Infantry get 4 figures per stand, and cavalry get 3 figures per stand.  In both cases, fewer figures are used for irregular units, for instance.  The basing of typical infantry and cavalry as (respectively) 4 and 3 figures is extremely helpful in combat, as shooting and fighting are done in those increments.

A point system is given for competition games, and pickup meeting engagement.  Rules for terrain selection and battle setup (entry sequencing, off table troops, flank marches, etc) are included.

Troops can adopt a number of different formation (column, line, square, skirmishing) depending on the troop type. Order writing is addressed - and pointed out (in the text, as well as in the introduction) that these rules require no order writing because of their turn sequence. Which brings us to:

Sequence of Play (alternating between players)
  1. Response Phase
  2. Shooting Phase
  3. Hand to Hand Combat Phase
  4. Maneuver Phase

This is an interesting turn sequence, mull over it for a second.  You start moving charges, and other moves, at the end of your turn, at the last phase.  At the start of the next turn, your opponent then immediately rolls for reactions, and his troops may have a response to your charge.  Once that is done, you complete your charge.  Then comes shooting, fighting, and regular maneuvers.

Okay, enough with all that jazz.  There are specifics on turning, marching, expanding, taking reaction tests and all that.  But the thing that keeps these rules fun, and still have a following , is the method for determining shooting and melee casualties.  When a unit engages the enemy it gets to roll a certain number of d6.  Usually this is 1 per 4 figures for infantry, and 1 per 3 figures for cavalry.  This is why those stand sizes make sense.  For shooting, cross index the type of weapon (musket, medium artillery, etc) and range, vs. the target disposition.  That can be a dense target (such as the flank of an infantry formation), or a normal target, or a covered target etc.  The table then gives you the results, on 1d6, for which numbers will produce a Hit.  In some cases, there are multiple hits from a single dice, if the right target number is rolled.  Easy. I refer to this as a "dice per element" system, which is different from the "dice per figure" system that Universal Soldier uses.

Example: Musketry from regular infantry, at up to 100 paces (4 inches) will roll 1d6 per four figures firing (so, say a 16 figure infantry battalion, representing 800 men, would roll 4d6).  The table for the weapon at that range, vs. a Normal target, says "2345H 6HH" - that means on each dice, if it is a 2,3,4 or 5 it causes one hit (a dead figure), and if it is a 6 it causes two hits (two dead figures).

Melee is very similar (you roll the same number of dice), but the matrix for determining hits is very much simplified for melee combat.  That table compares the fighting troops, and breaks it down to: Mounted vs Mounted
Mounted vs Foot
Foot vs. Mounted
Foot vs. Foot

For each of those lines on the Hand-to-Hand combat table, there are three columns - if you are at Disadvantage, if you are on Equal Terms, or if you have an Advantage.  There is a method for determining whether or not you have advantage, but in my experience from years ago, in 99% of cases, it is obvious (once you work through the method a few times).  If you have to figure it out, then there are points to add up and compare.  It is possible that a unit is advantaged to a foe it is fighting, on the front, for instance, but disadvantaged against another foe on its own flank.  It all works out.

Then you roll the dice, and the table tells you, again, how many hits you score for a dice toss.  For instance, Foot vs. Foot, on equal terms, will score "456H" - which means on a 4, 5 or 6 on the dice, one enemy Foot figure is killed.  Mounted vs. Foot, with advantage, is deadly.  The results are "23HH 456HHH" Which means on a 2, or 3, each dice rolling that number will kill two enemy figures, but on a 4,5, or 6 each dice rolling those numbers will kill three enemy figures.

Interesting odds and bits on engineering rules, and how to treat structures, officers, and prisoners round out the rule book.

There is a reason these are still played by some people, and hated by others.  There is a lot in these rules to reaction tests, which may or may not be your thing.  The fact that there is no simultaneous movement is a bonus.  And the combat adjudication is simplicity itself, once you get the hang of figuring out advantage.  They do, however, tend to bring out some extreme gamesmanship (i.e. - min-maxing?) that I have only seen topped with Napoleon's Battles.  But that is a different story.

Several supplements have come out over the years that are useful.  One of the best is a set of 18th century army list rules that I have, from the Cheltanham Wargaming Assocation.


These offer up a number of rules, and hint at some changes for linear warfare.  The cover everything from Marlburian up to Revolutionary armies (both American and French).

Later on WRG themselves produce Seven Years War army lists, with actual (official) changes to the rules to accommodate linear warfare better.  It seems that the rules themselves are more suited to Napoleonic warfare (being more fluid).





I don't have the 7YW army list book, so I can't compare them to the Cheltenham book.  Equally, I never got a copy of the Tabletop Games 1:50 Napoleonic Army List book, which also was widely touted for use with the rules reviewed above.

My opinion?  I like them.  I like the mechanics.  But I also very much like the Tac50 rules from Ben King covering the same period, and they play easily as fast, with easier to navigate text and reaction rules.  Maybe these need a replay.  Maybe not.  I understand there is a modern version, for free on the internet, called ELAN that are a refinement of the WRG rules.  That deserves a look.

Monday, July 11, 2011

Anticipation . . .

If the silly boys from Warhammer Historicals would have had this available at Historicon, I bet it would have sold several hundred copies.


http://warhammer-historical.com/acatalog/Waterloo.html

Some gamer pornography is available here -
http://warhammer-historical.com/Aspreads/waterloospread.html


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Tuesday, June 22, 2010

The Mighty Hoffhandel River

My recent Shako game at the Hangar on June 19 was a great time.

On the Italian/French side we had Generalissimo Callahan leading four divisions of Italians, with Marshal Dietrich coming on later with two divisions of French.

On the Prussian/British side we had Fieldmarshal Von Kidd commanding four divisions of Prussians, with Major-General Terry arriving with two divisions of British troops.

The game was interesting, with the two main forces taking different tactical approaches. The Italians were more hesitant than the Prussians, choosing mainly to hold onto the villages on their side of the river, while their divisions on the Italian left took up a defensive position to await the arrival of the British.

On the Prussian side, there was a very aggressive advance, on the Prussian left leading with two advance battalions of Guard Infantry, and in the center with charging columns of troops assaulting across the central bridge, led by Fusiliers but followed up by Regular Infantry and Reservist Battalions.

The British divisions arrived, and proceeded to take the upper hand (pretty quickly) against the Italians. At one point, an Italian battalion trying to withdraw to a defensible position between a forest and the river's edge, was ridden down by a unit of Royal Scots Greys.

Other action saw a battalion of French Grenadiers assaulting the village of Turnip, which was held at the time by some Prussian Reservist infantry. After a nasty firefight, the Grenadiers proceeded to oust the Prussian infantry, and the French held the town.

In the end it was a slight victory to the Italian/French side (13 VP to 10 VP), but might very well have changed if additional turns were played. The scenario was quite enjoyable, and deserves to be played again.

Some pictures are online at my Flickr site.

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Friday, June 18, 2010

Crossing the Hoffhandel - ODMS game June 19

This is a fictional Napoleonic scenario, set in 1813. An Italian Corps encounters a Prussian Corps, during the fight to relieve Germany. The two forces meet, north to south, in a river valley, fighting over the network of roads and towns surrounding a few bridges of military value (sturdy, stone bridges). The game will be played June 19, at the Hangar.

Both sides have allies, not in the immediate area at the start of the battle, but 2 divisions of French are arriving from the East, and 2 divisions of British are arriving from the West.

The decisions of the French and British commanders at the start of the game determine their starting positions and turn of arrival, but these data are not known by the other players at the start of the game.

Here is the terrain at start of game:

And here is the initial deployment:


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Friday, June 4, 2010

Knoetel's Uniformenkunde


There is a website presenting series after series of Knoetel uniform prints. It has a wonderful series of uniforms from a variety of periods (concentrating heavily on 18th century and Napoleonic era) for Saxon, Prussian, Austrian, Neapolitan and other. Very nice reference.


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Friday, May 28, 2010

Great Game last night

At the weekly ODMS meeting, the chief of staff for Gaming with Chuck played a great game of Shako II last night with Wayne, vs. Kai and John Callahan.

The rules went a whole lot slower than in other recent games, but it was fun nevertheless.

The forces were:

Wayne & Chuck - three Allied Divisions (Prussians and Russians)
Kai & John - three French and Italian divisions

A meeting engagement in an open field (somewhat boring, but a good way to learn the basic rules).



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On the Bookshelf at the Moment


I realize that it has been out for a while, but I recently bought the newish (June/2009) Osprey hardback on Armies of the Napoleonic Wars. This is a fantastic volume, with information about all of the major players, and many of the minor players in the Napoleonic wars. It rivals some of my other old stand-bys for Napoleonic uniform information (I really enjoy the Otto von Pivka volume, and my Knotel and Ball).


Ordered, but not yet arrived, is a copy of the Digby Smith Uniforms of the Napoleonic Wars. This one looks pretty good (I have flipped through copies at the library and bookstores). The depth of unit-by-unit details don't appear to be there, but I may have missed something. The color illos are nice, however.

Finally, off the Napoleonic bandwagon, I have also been enjoying the recently arrived copy of Vanished Armies, and also a recent Hoyle-like volume on card games by David Parlett.


Been trying to keep up with all of this...but my normal reading for school and research trumps the fun stuff. For Christmas a few months ago I received the two DK volumes Battle and Warrior from Anita and Heidi. They are the most phenomenal stuff, but I'll post on them later.

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Saturday, May 22, 2010

Prepare for Basing




A batch of 1813 Prussians (enough, in fact, to do the Shako II 1813-1814 Prussian Standard Army referenced here) are assembled for Basing by the staff of Gaming with Chuck.

Bases to be used will be from Gale Force Nine. See the white chinese food container.

This is in preparation for the Shako II game being hosted at the Hangar (ODMS) in June. The game will be held on June 19, at 10:00am, and the scenario is called "Crossing the Hoffhandel". It is based on a mixed alliance on both sides (Prussian/British vs. Italian/French).

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Tuesday, April 13, 2010

From a friend of mine - Speed painting Napoleonics

My friend Carl penned this interesting missive.

A DNA induced requirement to produce more and more painted Napoleonic figures in any scale can be really frustrating if one does not paint quickly, with extra social negatives if one is not a master painter from birth. The quality painting of J. Croswhite, E. Ackerman, and C. Turnitsa shines as examples of what can be. If you are not one of these gentlemen, we’re here to help.

First, find all the painting related articles and pamphlets. Throw away one fifth of them, as the authors are master painters who make everything look easy or have legions of “employees” to paint for them or can afford ten dollar ounces of paint.. Throw away another fifth, as the schemes only work for a very specific army or navy, and the author left something out anyway so yours will never look as good as his. You can keep the next fifth, about keeping brushes clean, using good brushes and paint, securing good lighting, as this is good advice. The last fifth is up to you to keep or not, free will and all and maybe it works for you.

If though, you forget to clean brushes because your cat and child are destroying the house and you need to intervene, if the lighting isn’t great because you’re on a budget, if the only one painting is you, if your buddies aren’t into assembly line painting or team painting is going to crash into the giant mollusk named “Bob”, wonderful fellow, brings pizza and all, but has to be watched, this is your article.

If you are tough enough for some social stigma, if your fellow gamers can handle the concept, cheat, cheat, cheat, cheat. Not in the game, you need to be beaten if you do, but in the strategy of painting.

First, make up the nations and their forces. This is all kinds of liberating, because now you can be painting Napoleonic Hawaiians instead of a lace drowned Hussar. You can pick which figures fit your painting style, rather than slogging through required forces that don’t have any interest and will be sold off or dumped half painted. Just out of the blue, let us take Payepally armies. These are dressed in Landswehr uniforms, because it’s my army and I said so. Landswehr uniforms can be used up to the Civil War, so changing your mind is facilitated. Make sure your rules don’t require a gun park of more than two guns. Cossacks may be crud in most rules, but they paint easy and you can write your own rules.

If you can get your spouse to promise to help paint and she doesn’t, well, par for the course, my friend.

Get the figures out of the bags, clean them of extra metal or plastic unless that’s your look, dump them all into a box (war is rough), and take them outside and primer them black. If you primer indoors with no ventilation you should eat the can, as it is kinder and quicker. Buy an oven for the garage and use it to dry the figures or melt them if plastic. I can’t defend against all the stupid after all. When dry, dry brush them white. Don’t go nuts, you’ve got a hundred figures to do, three different branches, and if you keep adding figures to the total you’ll give up and take up haiku, I promise.

While that is drying, look at the paints in hand and decide your uniform from those. “Honest, sweetie, I’m being frugal, I’m not buying any new paints for this”. But if you do, crafty places tend to have really big bottles of paint comma water soluble, for not much. Write All Your Decisions Down, change them maybe once or twice, and then cast the decisions in stone. It’s the only way my friend.

BTW, one of the fifths you tossed was about how your work environment needed to be right for –you-. I cannot help you there, as wife, children, pets, friends, and telemarketeers have a radar for when you want to paint, and will do everything in their power to make sure you can’t. I suggest feigning no interest at all in what you are doing, and as long as you look lump like, they’ll all leave you alone. True story, although my family was keyed to me merely picking up a brush. Unemployment and school age children are great for getting things painted, but it’s tough to maintain the miniatures budget in the same time frame. Finding a job that lets one paint is just an urban legend.

Anyhow: if you are really strong, Nappy armies frequently put covers over things, oilskins over hats, fabric around gun locks, overcoats over everything, etc. These are excellent ideas for speed painting, will not win you any awards. But your forces will be done, bringing a smug smile to your face while your fellow gamers moan about the slows. Of course, you may wind up with an army you can’t use because everyone else changed scale or period while you were out getting cheetos, but you takes your chances, and you get to paint an oppo army, so good for you.

Get clean big brushes. Paint hat and coat the same color, don’t do the hat if oilskinning. Paint the pants, if a different color. Use smaller paint brushes. Paint the flesh colors and the rifles. Be careful but not obsessive because if this works right one of the later paints will bury your mistakes. Paint the blacks of the leather and fabrics, and if you’re smart it’ll all be black Get even smaller brushes. Paint the metals, and be obsessive with this. Paint the facing colors. With really good small brushes, go back and neaten everything up. Do it again. One more time. Have someone else look because they will find things instantly that you missed. Neaten up one more time. Go to hardware store, replace brushes you forgot to clean. Stop chewing on the paint brushes, you’re scaring the cats.

Carefully carry it all out to the garage, pick a very special wood stain of the lighter persuasion, and wash down the figures. Wait five minutes, brush off the blobs. Wait five more, brush off the blobs. Wait five more more, brush off the blobs. Check often during the drying time, because once the blobs set it’s ugly, especially over light colors. If sticky, put out in sun to dry. If still sticky, chuck it, sell an organ, and buy the army you want from a painting service. If not sticky, touch up the light colors by dry brushing or dotting, then coat with matt lacquer. Make sure the lacquer doesn’t cloud up. Really, at this stage, make sure the lacquer doesn’t cloud up. No, Really. Not to worry, five or six armies and you’ll have this down to a science or be watching televised poker as a hobby.

Cranking out speedy armies is a good way to irritate people. Why I recall buying a set of figures from a fellow who’d had them for five years untouched, I used them in the game next week. Really honked him off for years. Speedy armies is way to get into the game before interest shifts to poker or boardgames or 15mms. Speedy armies don’t mind being sold on e-bay, or life leaves you starting over again.

Over to you.

Monday, April 5, 2010

Hard Plastic 28mm Figures from HaT

It is a long tradition that HäT Industrie holds up in doing soft plastic figures. They cover 1/72 and 1/32 figures, in soft plastic, very well.

However (this is big for wargamers) they are now starting to do a hard plastic line in 28mm. The initial releases are covered here with a listing, as well as lots of pictures of masters, box art, and painted samples.

It appears that the initial target is for El Cid (Christians and Moors), as well as Napoleonics. The French seem well targeted, but also some other nations. The masters for Prussian Landwehr look great.

MacPhee's Miniature Men (a great blog about toy soldiers and the painting and modeling that goes along with them) has a couple of articles about the new French Legere. This is a two part series with part 1 here and part 2 here. Earlier MacPhee wrote about the also released Bavarians from the same series. He has a blog entry with lots of pictures of the sprues, etc, along with comparison shots located here.

The nice thing about this for wargamers is that it means that the plastic 28mm market is growing enough to attract the attention of the larger plastics manufacturers. I hope this isn't the death knell for Perry, Victrix, Wargames Factory and Warlord Games. I like 'em all, and don't want to see their plastic efforts go the way of the dodo.

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Friday, January 30, 2009

Trafalgar

Announced is the new Warhammer Historical Game - Trafalgar! This is warfare in the age of sale, evidently (from the data sheets) based on the very playable and successful Man O'War system. There are some sneak peaks and downloads available here.

This one is definitely in my radar.

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Tuesday, August 19, 2008

Incredible Napoleonic Diorama Pictures

These are a couple of INCREDIBLE!! websites with pictures of Napoleonic dioramas. They are in German, but don't let that fool you - the pictures are well worth the visit if you want to see incredible terrain and painting on miniatures.


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